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Research Articles

Erasing stigmas through storytelling: why interactive storytelling environments could reduce health-related stigmas

ORCID Icon, , , , &
Pages 46-77 | Received 20 Jun 2022, Accepted 11 Jan 2024, Published online: 05 Feb 2024

Figures & data

Figure 1. We propose to design interactive storytelling environment that shape the conceptual storytelling space of stigma actors to motivate them to 1) appropriate, 2) reflect on, and 3) co-create their stories.

Figure 1. We propose to design interactive storytelling environment that shape the conceptual storytelling space of stigma actors to motivate them to 1) appropriate, 2) reflect on, and 3) co-create their stories.

Figure 2. The health-related stigma perpetuation model – a vicious circle (with obesity-related examples).

Figure 2. The health-related stigma perpetuation model – a vicious circle (with obesity-related examples).

Figure 3. People with chronic illnesses can experience interrelated vicious circles of health-related stigma on three levels. Examples of human and non-human actors are visible on the right.

Figure 3. People with chronic illnesses can experience interrelated vicious circles of health-related stigma on three levels. Examples of human and non-human actors are visible on the right.

Figure 4. Three mechanisms to break the vicious circle in the health-related stigma perpetuation model. 1) Diminish stigma manifestations (press machine). 2) Deconstruct motivations (chisel and hammer). 3) deal with stigmatization (scissors).

Figure 4. Three mechanisms to break the vicious circle in the health-related stigma perpetuation model. 1) Diminish stigma manifestations (press machine). 2) Deconstruct motivations (chisel and hammer). 3) deal with stigmatization (scissors).

Table 1. Seven potential functions of story content and story interactions in three basic stigma-reducing mechanisms.

Figure 5. Seven functions of interactive storytelling environments intervening on three mechanisms in the self-perpetuation of stigma.

Figure 5. Seven functions of interactive storytelling environments intervening on three mechanisms in the self-perpetuation of stigma.

Figure 6. The game of Ball & Stick: a physical board game with mobile application.

Figure 6. The game of Ball & Stick: a physical board game with mobile application.